// Author: vinipc // Forum post: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-3038561 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Based on cician's shader from: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642 Shader "Custom/MaskedUIBlur" { Properties { _Size("Blur", Range(0, 30)) = 1 [HideInInspector] _MainTex("Tint Color (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha // Horizontal blur GrabPass { "_HBlur" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float2 uvmain : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5; o.uvgrab.zw = o.vertex.zw; o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _HBlur; float4 _HBlur_TexelSize; float _Size; half4 frag(v2f i) : COLOR { float alpha = tex2D(_MainTex, i.uvmain).a; half4 sum = half4(0,0,0,0); #define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight sum += GRABPIXEL(0.05, -4.0); sum += GRABPIXEL(0.09, -3.0); sum += GRABPIXEL(0.12, -2.0); sum += GRABPIXEL(0.15, -1.0); sum += GRABPIXEL(0.18, 0.0); sum += GRABPIXEL(0.15, +1.0); sum += GRABPIXEL(0.12, +2.0); sum += GRABPIXEL(0.09, +3.0); sum += GRABPIXEL(0.05, +4.0); return sum; } ENDCG } // Vertical blur GrabPass { "_VBlur" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float2 uvmain : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5; o.uvgrab.zw = o.vertex.zw; o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _VBlur; float4 _VBlur_TexelSize; float _Size; half4 frag(v2f i) : COLOR { float alpha = tex2D(_MainTex, i.uvmain).a; half4 sum = half4(0,0,0,0); #define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight sum += GRABPIXEL(0.05, -4.0); sum += GRABPIXEL(0.09, -3.0); sum += GRABPIXEL(0.12, -2.0); sum += GRABPIXEL(0.15, -1.0); sum += GRABPIXEL(0.18, 0.0); sum += GRABPIXEL(0.15, +1.0); sum += GRABPIXEL(0.12, +2.0); sum += GRABPIXEL(0.09, +3.0); sum += GRABPIXEL(0.05, +4.0); return sum; } ENDCG } } }